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Hotfix 2.0.0f

kinggath

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Tonight's hotfix addresses the following: Note there's also an update to Workshop Framework available.
  • Altered the controller quest for Branigan to avoid an issue where when another mod altered certain vanilla objects in Concord, it would prevent the quest from starting. Shortly after installing this patch, the quest will attempt to start itself again for those it failed to launch for.
  • Made some adjustments to the quest New Connections to try and make it less likely that the conversation between Circe and Lydia gets stuck.
  • Changed the Activator you must interact with at the end of the quest Peace of Mind to make it easier to trigger.
  • Bribing the gunner near the lab access card will now correctly take caps from the player.
  • Began flagging the perk dialogue options as “Always Succeeds” speech checks so they will show up highlighted a different color in dialogue and will grant a small amount of XP. Will continue to flag more of these as we update various quests.
  • Fixed a bug with Lupe’s dialogue after the quest Dark Horizons, where she would start a conversation and immediately end it unless Jake was close by. She should now be able to have the conversation without him, and his commentary will simply be skipped.
  • Added a new section to the holotape: Tools > Advanced > Quest Fixes. As fixes are discovered that can rescue a save from common script failures or mod conflicts, they will be added here so players can run them on demand.
  • Added quest fix to holotape: “How to HQ: Population Issue”, running this will fix an issue where at the start of the quest How to HQ, a player has less than 10 people at HQ - which would cause a series of other issues during the quest.
  • Fixed a bug during the quest Runners and Gunners which could cause interacting with the gear stash at the start of the Vault multiple times could cause the quest to immediately complete.
  • Modified the Runners and Gunners copy of Vault 75 slightly to try and fix an issue where NPCs were shooting through a pair of wall panels.
  • Regenerated precombine/previs data for the Runners and Gunners copy of Vault 75 to try and improve performance.
  • Tweaked the scene in End of the Beginning with Captain Wes to try and fix a bug that would occur if using the Robotics Expert perk during a particular dialogue choice.
  • Altered the perk involved in allowing the player to collect Gunner tattoos for the CPD quest, to try and account for more Gunner spawns.
  • New saves using version 2.0.18 or higher of Workshop Framework should find Disease Cures are now correctly available through settlement and plot Clinics.
    • There had been a bug in the Workshop Framework shop injection system preventing it from working prior. Unfortunately, fixing it retroactively was impractical.
  • Restored some missing dialogue lines from the quest End of the Beginning for an Assaultron character.
  • Fixed a bug with the quest Is There a Doctor in the House, which could prevent the Influenza research project from becoming available.

Here's a link to our currently investigating list, so you can read about the issues on deck to be fixed: https://simsettlements.com/site/index.php?threads/currently-investigating.20360/

For those of you on PC suffering from the long save file issue, I'm currently doing some experiments to solve this. If you'd like to be a part of the testing, click here.

Xbox players, the versions to watch for when you can safely update are: 37 of SS2, and version 10 of Chapter 2. Workshop Framework updates are generally available immediately on Xbox.

-kinggath
 
Thanks for the continual work on this.
Got the Influenza research project now, but that then kicks over into upgrade med lab and... I've no upgrade options for med labs in any of the categories (facilities, engineering or science jobs, or anywhere else come to that). In my first play through I had all the med upgrade options as I went through things, but never got the influenza research, so not sure what's happening here really.
Still not seeing disease cures in clinics, but is that related to the above research quest needing to be completed?
But disease seems to not be working correctly for me in any of the three run throughs I've done this week. I've picked up disease cures from the nightingale cache outside of the library, but I don't get the 'cure' option on any sick settlers (both their animations and icons show they're sick). If I switch to vitomatic I get the scan option, but switching back to a weapon I get just 'talk', not even track items in many cases. I've toggled the cure activator options but it doesn't help. Had to turn off disease killing people seeing as I couldn't cure them. Clinic + hospital + sanitation in the same settlement doesn't seem to make much difference, but that might be a lack of proper checking by me and I've not waited long enough or I'm getting settlements confused.
Anyway, for all the frustrations, I'm immensely grateful for the work you and the team are doing.
EDIT
Just reread the notes on the slow save fix and that it breaks the disease research stuff. Ah well. I guess I'm moving on to another new level 1 clean save then to see how things go...
 
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After this patch "SS2C2_Concord_Home_Branigan_SAG" actually starts, i'm not sure what mod I have that actually change concord and stopped the quest before.

Thanks for the fix!
 
New saves using version 2.0.18 or higher of Workshop Framework should find Disease Cures are now correctly available through settlement and plot Clinics.
  • There had been a bug in the Workshop Framework shop injection system preventing it from working prior. Unfortunately, fixing it retroactively was impractical.
I didn't understand what you meant by "retroactively." Maybe I didn't get enough coffee. So I looked at the WSFW git:
Fixed a bug that prevented the Workshop Framework settlement vendor injection from functioning correctly. This fix is not retroactive and will only impact settlements the player acquires after this patch.
This makes much more sense. Maybe clarify it to help other confused people? ;)
 
Finished Ch2. Good job, very clean. Consequences actually carry over along the grand scheme of things unlike how Bethesda did their Quests, A+. Can't wait for the QoL improvements like clutter "i'm a minimalist and like smooth as butter gameplay" :D not really something urgent but i think this version is playable now "Personal Opinion" since i got this far and the last obstacle was that Cassandra bug not having the option to do the medical thing.
Can't wait for Ch3 already lmao and i'm gonna let him live again just so he can try again and fail again and again and again and again till he goes nuts if King and Company let me. :D.

Should re-play it with a fresh start, i had too much prep time waiting for Ch2 and i was already massive. Uhmm should point out something negative "Something to work on" but i can't think of any lol. Personal perspective though, something intense and dramatic for the story and use the Glowing sea for something coz that place needs some love like for real like Bethesda just made it and voila done without even thinking and oh oh The Mechanist :D dunno if its possible coz yeah it's gonna rely on a DLC or Nuka World "Just me rambling on and on".
 
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Hi guys,

I've been having an issue with How to HQ mission. When I pressed workshop mode to start a cleaning project, the game just crashed to desktop. I updated to hotfix 2.0.0f but the problem still persisted. Does anyone know what the problem might be?
My mod list is attached. I can send over my current save if needed.

Any help is much appreciated.
 

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Thanks for the continual work on this.
Got the Influenza research project now, but that then kicks over into upgrade med lab and... I've no upgrade options for med labs in any of the categories (facilities, engineering or science jobs, or anywhere else come to that). In my first play through I had all the med upgrade options as I went through things, but never got the influenza research, so not sure what's happening here really.
Still not seeing disease cures in clinics, but is that related to the above research quest needing to be completed?
But disease seems to not be working correctly for me in any of the three run throughs I've done this week. I've picked up disease cures from the nightingale cache outside of the library, but I don't get the 'cure' option on any sick settlers (both their animations and icons show they're sick). If I switch to vitomatic I get the scan option, but switching back to a weapon I get just 'talk', not even track items in many cases. I've toggled the cure activator options but it doesn't help. Had to turn off disease killing people seeing as I couldn't cure them. Clinic + hospital + sanitation in the same settlement doesn't seem to make much difference, but that might be a lack of proper checking by me and I've not waited long enough or I'm getting settlements confused.
Anyway, for all the frustrations, I'm immensely grateful for the work you and the team are doing.
EDIT
Just reread the notes on the slow save fix and that it breaks the disease research stuff. Ah well. I guess I'm moving on to another new level 1 clean save then to see how things go...
You want Endurance btw. Those three just prevents and help them recover but if a settler has 1 Endurance they will drop very fast. When i saw someone sick i'd give em clothes with Endurance and put them on an Endurance plot just so they can get over it. Pretty much have Endurance plot on every settlement i have just to stop them from dying on me "Having a bad day? Go for a run and sweat it all away" coz when Ch2 drop i had alot of settlements already and as Darwin states they don't have the right to live being so weak. The disease system is pretty much a culling for weak settlers on my save like dayum. If you look at the icon once you see the x.x that settler is dying and when you give em a bump on endurance that would change to something lighter till you get the he's OK'sh and not dying anymore. That's what i did, pretty weird if you think about it but yeah give em some exercise and some proper clothes and MAYBE they get through it.

Pro tip: Haul Farmhand clothes, good stuff. Farmers have long lives coz they are built different :D. Heck any clothes that give Endurance hoard em coz your gonna need them.

Edit: actually the disease system broke some of the settler quest like oberland, i thinl the quest giver died "not sure 100%" coz when i came back i cant turn over the quest and therefore stuck and had to resort on using workshop tools to take control of the settlement and console commands to clear it from my quest lists.
 
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Tonight's hotfix addresses the following: Note there's also an update to Workshop Framework available.
  • Altered the controller quest for Branigan to avoid an issue where when another mod altered certain vanilla objects in Concord, it would prevent the quest from starting. Shortly after installing this patch, the quest will attempt to start itself again for those it failed to launch for.
  • Made some adjustments to the quest New Connections to try and make it less likely that the conversation between Circe and Lydia gets stuck.
  • Changed the Activator you must interact with at the end of the quest Peace of Mind to make it easier to trigger.
  • Bribing the gunner near the lab access card will now correctly take caps from the player.
  • Began flagging the perk dialogue options as “Always Succeeds” speech checks so they will show up highlighted a different color in dialogue and will grant a small amount of XP. Will continue to flag more of these as we update various quests.
  • Fixed a bug with Lupe’s dialogue after the quest Dark Horizons, where she would start a conversation and immediately end it unless Jake was close by. She should now be able to have the conversation without him, and his commentary will simply be skipped.
  • Added a new section to the holotape: Tools > Advanced > Quest Fixes. As fixes are discovered that can rescue a save from common script failures or mod conflicts, they will be added here so players can run them on demand.
  • Added quest fix to holotape: “How to HQ: Population Issue”, running this will fix an issue where at the start of the quest How to HQ, a player has less than 10 people at HQ - which would cause a series of other issues during the quest.
  • Fixed a bug during the quest Runners and Gunners which could cause interacting with the gear stash at the start of the Vault multiple times could cause the quest to immediately complete.
  • Modified the Runners and Gunners copy of Vault 75 slightly to try and fix an issue where NPCs were shooting through a pair of wall panels.
  • Regenerated precombine/previs data for the Runners and Gunners copy of Vault 75 to try and improve performance.
  • Tweaked the scene in End of the Beginning with Captain Wes to try and fix a bug that would occur if using the Robotics Expert perk during a particular dialogue choice.
  • Altered the perk involved in allowing the player to collect Gunner tattoos for the CPD quest, to try and account for more Gunner spawns.
  • New saves using version 2.0.18 or higher of Workshop Framework should find Disease Cures are now correctly available through settlement and plot Clinics.
    • There had been a bug in the Workshop Framework shop injection system preventing it from working prior. Unfortunately, fixing it retroactively was impractical.
  • Restored some missing dialogue lines from the quest End of the Beginning for an Assaultron character.
  • Fixed a bug with the quest Is There a Doctor in the House, which could prevent the Influenza research project from becoming available.

Here's a link to our currently investigating list, so you can read about the issues on deck to be fixed: https://simsettlements.com/site/index.php?threads/currently-investigating.20360/

For those of you on PC suffering from the long save file issue, I'm currently doing some experiments to solve this. If you'd like to be a part of the testing, click here.

Xbox players, the versions to watch for when you can safely update are: 37 of SS2, and version 10 of Chapter 2. Workshop Framework updates are generally available immediately on Xbox.

-kinggath
Having trouble as an xbox user downloading version 10. The new framework and version 37 downloaded fine, bu version 10 is giving the "cannot complete the operation message"....I've made sure I have extra space available for the download.
 
Having trouble as an xbox user downloading version 10. The new framework and version 37 downloaded fine, bu version 10 is giving the "cannot complete the operation message"....I've made sure I have extra space available for the download.
BTW, thoroughly enjoying this. I know supporting the xbox has its own set of challenges, so thanks for continuing the effort.
 
Thanks for the continual work on this.
Got the Influenza research project now, but that then kicks over into upgrade med lab and... I've no upgrade options for med labs in any of the categories (facilities, engineering or science jobs, or anywhere else come to that). In my first play through I had all the med upgrade options as I went through things, but never got the influenza research, so not sure what's happening here really.
Still not seeing disease cures in clinics, but is that related to the above research quest needing to be completed?
But disease seems to not be working correctly for me in any of the three run throughs I've done this week. I've picked up disease cures from the nightingale cache outside of the library, but I don't get the 'cure' option on any sick settlers (both their animations and icons show they're sick). If I switch to vitomatic I get the scan option, but switching back to a weapon I get just 'talk', not even track items in many cases. I've toggled the cure activator options but it doesn't help. Had to turn off disease killing people seeing as I couldn't cure them. Clinic + hospital + sanitation in the same settlement doesn't seem to make much difference, but that might be a lack of proper checking by me and I've not waited long enough or I'm getting settlements confused.
Anyway, for all the frustrations, I'm immensely grateful for the work you and the team are doing.
EDIT
Just reread the notes on the slow save fix and that it breaks the disease research stuff. Ah well. I guess I'm moving on to another new level 1 clean save then to see how things go...
Your gonna have a problem either way coz concocting the vaccines takes time so you want your settlers to last as long as they can till the vaccines are available "takes DAYZZZZZZ". So prep in advance coz building a settlement now is rough without thorough planning.
 
Having trouble as an xbox user downloading version 10. The new framework and version 37 downloaded fine, bu version 10 is giving the "cannot complete the operation message"....I've made sure I have extra space available for the download.
This is a common problem with big mods on Xbox, you might have to wait a day before Bethesda fully syncs up the new files.
 
This is a common problem with big mods on Xbox, you might have to wait a day before Bethesda fully syncs up the new files.
Yes. I checked again just now, and the version of chapter 2 showing on Bethesda.net is version 9. The chapter 1 version is showing as 37. Both came up as "updates" so I didn't look closely at the chap 2 version # before I tried to download it. So I probably have a mismatch in my files now.
 
This is a common problem with big mods on Xbox, you might have to wait a day before Bethesda fully syncs up the new files.
I’ve downloaded it on Xbox. Once it says the right version I’ve never had an issue. I hate to even say this but are you sure it said 10 when you tried to download? This morning SS2 was the right one but C2 was still 9. Didn’t go 10 until about an hour ago for me.
 
I’ve downloaded it on Xbox. Once it says the right version I’ve never had an issue. I hate to even say this but are you sure it said 10 when you tried to download? This morning SS2 was the right one but C2 was still 9. Didn’t go 10 until about an hour ago for
 
That's exactly what it was. It was actually version 9 though it did prompt as an "update." Checked just now and it's really v10. Downloaded fine with no issues.
 
That's exactly what it was. It was actually version 9 though it did prompt as an "update." Checked just now and it's really v10. Downloaded fine with no issues.
That's I started posting the expected Xbox versions in the patch announcements here. Someone had pointed out to me that the number only goes up after the file is actually updated.

So whenever I post a patch, check for the Xbox version numbers in these forum posts and wait for those to match on your Xbox and then it's safe to download.
 
Updated. Concord working now, except for a quest involving Bomber, I took the Data holotape from Knife guy but the quest doesn't update. And I still can't research influenza, the option just isn't appearing for me.
 
Updated. Concord working now, except for a quest involving Bomber, I took the Data holotape from Knife guy but the quest doesn't update. And I still can't research influenza, the option just isn't appearing for me.
The influenza issue means patches aren't running their startup code - which is generally a sign of a Workshop Framework conflict. The most common one is the Unofficial Patch, if you're using it, it needs to be BEFORE Workshop Framework in your load order. If that's not it, then any mod accidentally including a Workshop script could be the cause.

I'd recommend doing a manual reinstall of Workshop Framework, download and extract the 7z file to your Fallout 4 directory, then roll back to the last save before you loaded the patch to see if the influenza research updates. If not, the next thing you can try would be to leave HQ, go to another cell, such as Diamond City, wait 24 hours, and come back. That should force a natural update of available HQ projects.
 
Hi guys,

I've been having an issue with How to HQ mission. When I pressed workshop mode to start a cleaning project, the game just crashed to desktop. I updated to hotfix 2.0.0f but the problem still persisted. Does anyone know what the problem might be?
My mod list is attached. I can send over my current save if needed.

Any help is much appreciated.
Huh, i have the same issue. I've only ever got to that point in this version though, the game just crashes after i try going to build mode. This is script related isn't it? I'm running a game with a LOT in my load order though, one of it is whispering hills, which is pretty script heavy i assume. But there are no known conflict mod or settlement mod. Maybe we should make a new forum post for this specifically?

Edit: I made a new profile and enabled only SS2, SS2c2, WSFW, as just a test, (obviously disabling 200 mods mid game isn't a good idea), but the save loaded. So i tried going into build mode again, turns out it still crashes the game consistently. I wonder, is this an isolated problem or widespread?
 
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Update SS2 to 2.0.0f + WS and HUD. And now, i can't start cleaning project in 1 room. No workers and f.energy 4/5 ...
 

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